Have you ever played a videogame that you liked -- but didn’t love -- only to encounter a sequence that is so creative and well-designed it makes you wish the entire game contained more memorable moments like it?
When this happens, how do you react? Does it make you appreciate the game as a whole more for including such a great sequence ... or does it just point out the potential of what the entire game could have been?
For me, it’s a healthy mixture of both.
A really good example of this is in Grand Theft Auto IV. The most recent Grand Theft Auto is not terrible by any means (it is actually pretty good!), but the inclusion of one mission in particular manages to both elevate the game and slightly diminish the overall experience by comparison.
The Set-Up
I have a strange relationship with the Grand Theft Auto games. While I love Rockstar (especially since their masterpiece Red Dead Redemption), the Grand Theft Auto games feel so similar, and, at some points, uninspired, that is hard for me to get excited about them.
I still have purchased (and liked!) them all, but it seems I buy them because of a sense of duty rather than a genuine excitement about what I will be playing. Lucky for me, Grand Theft Auto IV turned out to be pretty good. The game has great characters, and that city -- my God, that city! -- is absolutely stunning, filled with tons of detail and a ridiculous amount of things to do.
In the game, you play as Niko Bellic, a veteran from Eastern Europe who comes to Liberty City to pursue the “American Dream.” Unfortunately for him, this American Dream comes with the cost of doing some very bad things.
At the very start of the game, Nico meets up with his cousin Roman, a fan favorite and easily one of the best characters in the game (“TITTIES!”). To say Roman is in over his head would be an understatement. Drowning in debt and the target of many violent loan sharks, Niko is forced to protect Roman on many occasions.
Eventually, the two are kidnapped by a gang and brought to a man named Mikhail Faustin.
Instead of killing them, though, Faustin is impressed by Niko’s actions in defending his cousin and hires him to do a series of dangerous jobs for him.
While performing these jobs, Niko meets a series of characters: some good, some bad, and some really bad.
One of these shady characters is crooked Deputy Police Commissioner Francis McReary.
McReary sends Niko on many missions to “take care of” people he doesn’t want to deal with anymore. Most are the leaders of gangs or notorious drug dealers, but, regardless of who they are, McReary obviously crosses the line by taking the law into his own corrupt hands.
Despite agreeing to help him, Niko knows what he is doing is not right, but at this point in the game he will do whatever it takes to reach that American Dream he so desperately wants. And if killing a bunch of bad people for a bunch of other bad people is what it takes, he is willing to make that sacrifice.
After completing a few missions for McReary, the shady cop gets frustrated with Niko for not doing everything exactly as planned. To remedy this, he offers Niko one more job to make up for all of his unintentional shortcomings.
McReary asks Niko to head to the apartment of a drug dealer ... and kill him.
It is on this mission when this week’s Memory Card occurs: A sniper rifle and a telephone.
The Moment
Like most missions in Grand Theft Auto IV, Niko is tasked with hotwiring a car and driving to his instructed location.
In this specific mission (entitled “Lure,” which Niko and the player will soon understand), Niko is also asked to pick up a sniper rifle from the back of a car before he proceeds to his destination.
With sniper rifle in hand, Niko reaches a tall apartment complex.
As he pulls his (stolen) car up in front of the building, McReary calls him on his cell phone. He instructs Niko to go to the roof of the building opposite of the drug dealer’s apartment.
The loyal hire that he is, Niko makes his way to the roof of the apartment across the street from the dealer, sniper rifle in hand.
When he reaches the roof, Niko realizes the drug dealer cannot be seen in his apartment. He is there, but sitting on his couch and out of view.
Niko calls McReary, who instructs him to figure out a way to lure the target into the open.
This is when Niko has to use his brain.
How is he supposed to lure the drug dealer into his sniper rifle’s sights?
Niko looks around the building. There is no way to jump over to the other apartment -- it’s too far! And even if he could do that, the drug dealer would hear all the ruckus and run away. Mission failed.
Niko needs to figure out a way to get the dealer’s attention without him noticing that anything is out of the ordinary.
Lucky for him, his sniper rifle has a sight with a very powerful zoom.
He peers through the gun, zooms in across the street, and surveys his surroundings.
The dealer’s apartment is filled with normal things one would find in an apartment: A bed, a television, a stereo, a telephone.
Wait. A telephone.
Maybe Niko could use that to his advantage ...
At this point, the player can zoom in on the telephone’s digital display. By looking very closely (and carefully), the number of the dealer’s home phone can be seen on the digital screen.
Using this information, Niko pulls out his cell phone and dials the number.
After a slight pause, the home phone inside the dealer’s apartment rings.
The dealer stands up from the couch, walks over to answer the phone, and steps right into Niko’s sights.
Niko takes a deep breath, aligns his crosshairs over the drug dealer’s head, and pulls the trigger.
With an explosion of red, the drug dealer falls to the ground ... dead.
Mission accomplished.
You can watch the entire “Lure” mission here:
The Impact
I love this part of Grand Theft Auto IV.
Granted, it is a very short mission in a gigantic overall experience, but it is easily the most creative and inspired part of the entire game.
As epic in scope as Grand Theft Auto IV is, most of its missions fall into the tried and true tradition of what Grand Theft Auto missions are all about: mainly, traveling to a new area, shooting up some thugs, and driving away -- sometimes casually and sometimes while being chased.
The “Lure” mission has the same format as most of the other missions in the game, but adding in the remarkably clever twist about figuring out a way to distract the drug dealer takes the entire mission to a brand new level.
Grand Theft Auto is not known for its puzzles, but this one sequence really involves a lot of outside thinking to figure out what to do next.
And once you figure out you can call the number on the phone by zooming in and discovering it for yourself, it is extremely satisfying.
Even cooler, calling the phone number is not the only way to distract the drug dealer!
As you can tell while playing the scene, the dealer is watching TV while sitting on his couch. By shooting the satellite dish outside his window, the television goes out and the dealer walks over to see what is wrong.
At this point Niko can also shoot him, just like he would if the dealer had answered the phone.
But doing things this way leads to a few unfortunate problems with this sequence.
One of the reasons I love using the phone to call the drug dealer is because of its relative realism and clever use of the environment. If the dealer was sitting at home and his phone rang, he realistically would get up to answer it. It just makes sense!
But after shooting the satellite dish, would the drug dealer -- someone who is obviously aware of and nervous about potential gunfire -- really walk in front of the window to see what is wrong? I am no drug dealer, but I would think a gunshot and subsequent explosion would send me running!
Similarly, Niko can also flat-out shoot the television to have the drug dealer walk over and check out what is wrong. But, again, a bullet through the television would most likely result in a different reaction from a real drug dealer.
Another small issue: If the player is confused as what to do and looks around for a long period of time without doing anything, McReary will actually call Niko on his cell phone and just simply give him the phone number of the drug dealer.
No, Rockstar! Have more faith! It is so much more satisfying for the player to figure these puzzles out on their own!
But despite these negative thoughts, the “Lure” mission in Grand Theft Auto IV is still pretty impressive. It is possible to not even experience any of these downsides, so they are all minor complaints in a sequence that is surprisingly creative and ultimately very refreshing.
And the fact that you even have multiple ways of luring the drug dealer into the sniper rifle’s sights is a definite positive! The more choice and options for the player in a game like this the better!
While many big-budget videogames are starting to sacrifice originality for superior technology, it is nice to see glimpses of clever, intelligent, and unique game design pop up in the most unlikely of places.
And just imagine: If every mission in the game was this creative, what would the entire game have been like?
I really don't like GTA 4, or GTA games in general, but I have to admit that this mission was really enjoyable. But yeah, they really should have had more faith in the player, or at least given better clues as to what you were supposed to do. Still, even when you're phoned up and given the instructions it's fun despite the hand-holding.
Oh wow. I almost forgot this one. But yeah, I remember shooting him, and waiting for some new objective to spoil the moment, only for the mission to end, much to my satisfaction.
I've got to disagree. If McReary hadn't called I never would have beat this mission without consulting a guide. Seeing the number on his phone is impossible on a 60 inch non HD set.
I've got to disagree. If McReary hadn't called I never would have beat this mission without consulting a guide. Seeing the number on his phone is impossible on a 60 inch non HD set.
Games should really take a few lessons from Hitman: Blood Money when it comes to setting up interesting missions with multiple ways of solving them.
I still love the Opera House mission where you can replace the replica gun with a real one to kill the actor. Or you could instead knock out the guy in his dressing room, where the outfit and kill the guy by acting out the scene in the Opera.
And then you can rig the lights on the stage to fall and kill the other guy who runs out. Or, if you preferred you could kill that second guy with the chandelier in the middle of the opera house (which takes timing).
Or you could even just kill everyone in the Opera House and it's just as completed.
I think it's even possible to just only kill the actors, but just in a non-stealthy manner.
God I loved that game. I'm praying that Absolution takes it even further.
@Camel Toad,
Good point. I didn't even think about how hard the number would be to read on a smaller, non-HD television.
There is a close shot of it during the quick cutscene when you first reach the roof, but no one would ever think to write it down at that point.
Interesting how much the experience can change on a different T.V.
Yeah, I managed that same bit, Chad. I failed it the first time (I usually go into a situation by 'doing' rather than 'thinking'), and on the second attempt, I realised the number was too small to make out, even with the sniper-scope. Blame my TV.
Thank goodness, then, for McReary giving me the number...
*SPOILER*
...I repaid him by shooting him dead in his virtual head at the story-branch mission.
This is a pretty impressive moment. I haven't played GTA IV, and probably never will, but it's moments like these that amaze me with their shear creativity. Awesome job as always Chad, and I'm looking forward to seeing what you plan to do for your 100th memory card.
Thankfully I've upgraded my set now. Just to note, I was just disagreeing with the McReary calling part, this is a great mission! All the memory cards are great, this one finally got me to register for the site instead of just lurk. Keep up the good work!
Hmmmm, I see where this is kinda cool for a series that hadn't typically done stuff like this but since it's just one instance, I still think the developer didn't try to be a little more creative. They just took the series, gave it a spit shine, and shipped it. I would have rather seen Niko have the option to save the guy by calling him and saying "get the fudge out of town or die", after which you can report to the crooked cop he fled due to no fault of your own. Would've been even more entertaining and added to Nico as a character.
My memory is a bit fuzzy but I’m almost certain that when I played the mission I rang the fire brigade, then when the fire truck came along with the sirens blaring the dealer got up to look out his window and see what was going on.
So that’s like, what, four ways to lure him out?
GTA 4 has kind of lost its shine for me, but I think that’s because Rockstar outdid themselves and really raised the bar with Red Dead and (hopefully) L.A. Noire.
I actually just shot at the window, and kept the scope aimed at a place where his head would be for the instant he got back up. The game has all these moments of brilliance, but I felt like its too obsessed with being open-ended to actually allow most players to act on this. For instance I only had one entertaining chase mission the entire game because it was the only one that had me driving down a highway instead of around a million corners in a crowded city.
man i cant wait til the night before lanch day i will be in line & have it that night i will play the shite out of it as all of us will business telephone systems
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